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egearbox
01-10-2015, 12:03 PM
Looking for advice on modeling stairs, particularly the old stone steps you'd find in castles and the like. In the past I've tried various things involving cloning, boolean subtraction, and various other things, and haven't really found a "good" answer. There always seems to be "extra" geometry that causes problems or some other glitch that makes it hard to further modify the object. Wondering if anybody has any tips for modeling good-looking staircases in a reasonable amount of time (unfortunately, I'm up against a clock here.)

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ernpchan
01-10-2015, 03:00 PM
Do you have LWCAD? It's perfect for stuff like this.

egearbox
01-10-2015, 03:16 PM
Do you have LWCAD? It's perfect for stuff like this.

You're right, it looks like it would be great for this but for $329 I could buy real stairs :) LWCAD will have to wait until I get my next raise, I'm afraid. This afternoon I'm experimenting with extruding n-gons and seeing if that'll give me the results I want. Hopefully my modeling skills have improved since the last time I tried something like this.

Slartibartfast
01-10-2015, 03:37 PM
option #1-19; LWCAD
option #20; Model step - clone radial array with offset + adjust bottom polygon depending on type of stairs
option #21; multishift the stair

all options #1-19 is faster than either of #20/21

oops, ernpchan beat me to it

Wickedpup
01-10-2015, 03:41 PM
Maybe this could help you on your way.....
https://www.lightwave3d.com/assets/plugins/entry/spiral-staircase/

JoePoe
01-10-2015, 03:42 PM
I've never used it, but there is this plugin (https://www.lightwave3d.com/assets/plugins/entry/spiral-staircase/).

Edit: <accent type=Maxwell Smart>"Missed it by one minute!"</accent type> :D

Slartibartfast
01-10-2015, 03:43 PM
You're right, it looks like it would be great for this but for $329 I could buy real stairs :)

Well, when I built my house, they requested $5000 extra just to get the stairs painted.. but I know what you mean. To solve ONE problem it's steep, but you will love it ;)

Sensei
01-10-2015, 04:02 PM
Looking for advice on modeling stairs, particularly the old stone steps you'd find in castles and the like.

See my video tutorial exactly about this subject:
https://www.youtube.com/watch?v=RFsIuM7Mwhw

MonroePoteet
01-10-2015, 06:13 PM
I've had a little bit of success just using front-face boxes, arrayed, UV'd, knifed, and jittered. Not sure how close you want to get or how photorealistic it needs to be, so this technique may be worthless to you.

The basic stairs is:

1) Make a box to represent the bottom step. No subdivisions yet. For example, a box 1m wide, .2m high and .3m deep.
2) Delete the back, bottom and sides of the box, leaving the stair riser and tread
3) Rotate it around the X axis until the corners are aligned on the Z axis. Note the amount rotated in the Numeric panel
4) Use the Array tool to create however many steps you want in the Z, using automatic placement
5) Create a "Stone Stairs" UV Texture in the Y axis. Note that this contains both the riser and tread

a) also create the Stone Stairs surface
b) load up a Stone image, adjust the UV size
6) Put wear and randomness on the stairs by using Knife to make seven cuts:

a) Top View: two down each side close to the edges
b) Top View: one approximately down the middle
c) Top View: two down the sides where the wear begins
d) Side View: one down the outer corner of each step to square off the tip
e) Side View: one down the inner cornerof each step
7) Convert to subpatches
8) Rotate the array back to vertical (negative of the amount in step (3))
9) Select the inner points of the outer edge of all steps, use Jitter by about 3cm in each dimension
10) Select the three inner points of the outer edge of all steps, use Magnet to drop them down for serious wear

a) use the right-drag to form a very narrow, very tall affect area in the Back View
b) slightly drag down from the Side View, then press Undo
c) use the Numeric panel to Magnet-drag the inner points down about 3cm or as desired
11) If you want to use Bend to make the stair curve, it works fine

a) if the stairs are going to be different widths, that should be done before creating the UV map in step (5)
12) Save the object, send to Layout
13) Copy the Color UV Map into the Bump layer, with 200% Bump
14) Set up a Spotlight obliquely to bring up the bump layer

I've attached a sample scene, object and the texture (a free texture from the web).

mTp

erikals
01-11-2015, 07:56 AM
an idea ?


http://youtu.be/g9H7UWLFBzc

egearbox
01-11-2015, 12:51 PM
See my video tutorial exactly about this subject:
https://www.youtube.com/watch?v=RFsIuM7Mwhw

WOW! That's really extraordinary. You're an exceptional modeler! Thanks!

egearbox
01-11-2015, 02:14 PM
an idea ?


http://youtu.be/g9H7UWLFBzc

Thanks! That's a great technique!

erikals
01-11-2015, 02:30 PM
thank you http://erikalstad.com/backup/misc.php_files/smile.gif

just needs some more tinkering / improvement, but could provide useful in some cases i think... http://erikalstad.com/backup/misc.php_files/smile.gif

egearbox
01-11-2015, 05:49 PM
Amazing! Thank you all!

Snosrap
01-11-2015, 06:45 PM
See my video tutorial exactly about this subject:
https://www.youtube.com/watch?v=RFsIuM7Mwhw

egearbox, you can still do this even without his plug-in, you'll just have to weight them manually.

djwaterman
01-11-2015, 08:19 PM
Has anyone mentioned weight clone plugin? I made these using it and the bend tool.

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https://www.lightwave3d.com/assets/plugins/entry/weight-clone/

Surrealist.
01-12-2015, 01:47 AM
Another way is to use the Spline Guide tool.

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A simple piece set up for sub patches and displacement by hand or with texure:

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It overlaps so when smoothed it is like it is in the real world, separate pieces. Useful to make it realistic looking by deforming each piece. Many ways to array it with a tool or use snapping and do it by hand.

Using a bend tool or even spline guide can give you some good results:

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Many ways to deform it. This is just one way. And likely some kind of solution like this is what I would choose. Something where I could conform it to the walls and then even tweak with something like the drag net tool.

Subpatches so it could be deformed in layout with textures for random bumps.

I follow with some examples from using this technique.

Surrealist.
01-12-2015, 01:55 AM
Some examples of this technique using subpatched pieces that get deformed by hand and mainly with textures:

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